Making beta more profitable than alpha has always been the case but the risk will and has always been far greater. That doesn't mean high losses it just means a high chance to lose more than you gain unless your attempt to live on beta is structured, organised and pushes every game mechanic to the limit of almost exploitation.
However blaming issues with player controlled features (Activity based) on the fact that we now get a little less recycled material is a bad point to try and make. Care bears can produce what they like and sell it on the open market. A large beta corp sells internally and to alliance members with little time to produce items for the open market. Like I said, the cost of holding a beta foothold is that you NEED to maintain high production levels even if it's just to keep lots of allies.
Alpha and beta producer can produce the same things. Alpha is slower, takes more resources and more time to gather the resources. Beta is faster, cheaper and requires LOTS of logistics time to make it profitable.
The best balance this game could see is if we had more players and new players joining that aspire to be something rather than having their hopes and dreams shot down by teenage rage and corporate dialogues spilling into general chat.
Anni, while you have a valid point and a valid quest this is certainly not the time for a straw to break the camels back. While alpha production seems to always be made harder where are the "Alpha research is so easy, thank you devs!" post for added high level alpha island spawns? Huh?...